Where to find the keys to the door. Skyrim The door that whispers (walkthrough). How to get to the lost property

You are Emily Kaldwin, ruler of the Island Empire, and you have many enemies. Your father is Corvo Attano, the infamous defender of the crown and head of the secret service. In the years since your coronation, Corvo has devoted considerable time to your training in the arts of combat and stealth.

After loading, move forward and up the stairs to the left. Run while holding the Shift key. Climb down, crouch on C and go further. Jump over the obstacle using "Space". Run up and press C to slide under the sliding gate.

Emily Kaldwin and Corvo Attano.


Next, you will need to jump over an obstacle with a run and roll under another gate. Swim on the water, jump on the rooftops to complete the first stage of the tutorial.

After that, you will get acquainted with the stealth mode. Press the C key and sneak up behind Corvo. Press and hold CTRL to disable the father. Next time, sneak up on Corvo and steal the key from him by pressing F. In the same manner, get to the door, unlock the key and open it.

Take the crossbow and arrows. Shoot at the targets (bottles) and then at the screw connection. Go through the door at the end of the room to complete the shooting tutorial.

Next will be a lesson in wrestling with blades. Attack Corvo three times by pressing the left mouse button. Place a block by holding CTRL, and reflect three enemy attacks. Next, you will need to block three times at the moment the enemy strikes in order to knock him off balance. After placing a block to knock the enemy off balance, immediately run up to him and hold CTRL again. So you start strangling your opponent ..

MISSION 1. A LONG DAY IN DUNWALL

In the first mission you can find:

– Paintings – 2.

Today marks the 15th anniversary of the assassination of Empress Jessamine Kaldwin. Guests from all over the Isle Empire came to Dunwall Tower for the occasion.

Beginning of the quest "A Long Day in Dunwall".


Watch the introductory video. At the end of it, you have to choose for whom to play the game - for Corvo Attano or for his daughter, Emily Kaldwin. Our walkthrough will use Emily, who is highly trained in stealth.

First you need to get out of the Dunwall Tower. On the table in the office where Emily ended up, there is a letter from Councilor Helmswater (finds) and the ceremony of launching the ship into the water (finds). Under the table, from the floor, pick up a plan for the eve of the month of songs (finds). The letter from the Tivia trade mission (find) lies on a small table next to the place where you spawn, opposite the door.

Now get out through the window in the middle of the room (not the one next to the desktop). Walk along the parapet to the right, to the pipe. Climb into the royal quarters through another window and approach the wounded Captain Alexi Mayhew. In sideboards and chests of drawers you can find two light wallets. Pick up a request for an audience (finds) near the corpse of Alexi.

Walk forward down the corridor to the bathroom to find the typewriter with the first audiograph - "Hard Times". Go back, closer to Alexi's corpse, go through the door on the left and stun or kill the enemy. To do this, quietly sneak up to him, after pressing C. Press the left mouse button to kill the traitor, or hold CTRL to stun him.

On a stand by the railing is a book - “Records of ranks and posts - an addition. Crown Defender (stories). Around the corner there is a pedestal on which there is a table clock. You can wind them up to draw the enemy's attention and disable or kill them silently.

Go down and under the stairs, find the newspaper on the table - "The Royal Assassin strikes again!" (finds). Go to the throne room and wait for Ramsay to go to the treasury. Hide so he gets past you. Stun him in the adjacent room if all previous enemies have been disabled. You will receive an imperial signet ring (items).

Imperial ring taken from Ramsay.


Optionally, you can neutralize two enemies in the throne room. Pick up Ramsay's body and go upstairs. Open the treasury, bring the body into it and close the door. The special action "Ramsay's Wealth" has been credited. Go down the stairs and take Sokolov's healing potion from the table on the left. On the same table, read "Amulets. An excerpt from a book on seafaring traditions and bone carving" (history) and "The Royal Assassin strikes again!" (finds). The last item you could find earlier.

Take the eyepiece and the revolver from the box on the right. Pistol ammo is also on the table. Read another note lying on the couch opposite the table - “Corvo Attano, Defender of the Crown in our time. Part 02 "(stories). Go to the stairs you came down here. To the left of it there is a small cabinet with a table lamp. On the cabinet is another book - "Barnoli Mulani. "Whisper of the Abyss"" (stories). On the floor nearby lies another part - "Barnoli Mulani. "Whisper of the Abyss"" (stories). In the cabinet on the left with some devices is a box of pistol cartridges.

Look into the small room nearby, where on the sideboard lies Corvo Attano, Defender of the Crown in Our Time. Part 01 "(stories). On the bed on the right is a letter from Wiman (find). There are two safes in the next room. They are open. Inside one of them you can find a gold ingot. Collecting it will unlock a special action - "Imperial Coin". Leave the building through the specified door.

Outside, immediately pick up from the shelf on the left side "Tutorial of ancient history. Chapter 12: Whaling" (stories). Go into the corridor and see the first picture - "Custis, Morgan and the child of postulates." Go a little further and in the same corridor, on the chairs on the left, find two books - “Dunwall Tower. Extract from Dunwall Tower (History) and The Empress Jessamyn Kaldwin. An excerpt from a book about the late empress ”(history).

Climb down the rooftops. There is only one path here and it will lead you to the first goal below. Jump and press the left mouse button or CTRL to kill or disable the enemy, respectively. Go down even lower to the metal observation point. There will be several guards nearby who already know about Emily's escape. There is a sunroof on the roof. Jump through it into the cabin and take the note "Be prepared" (finds) from the table.

Get rid of the guard standing at the steps when the other two leave. Deal with them too. It is advisable to first stun the farthest of them. Stand facing the target. On the left side is a metal cabin with a hatch. A little further on the left side you can find a rental about the search for the killer (WANTED). To the left of it there is a thin door that is open. Go through it into the room and neutralize the enemy in the room on the left. This is where your first safe will be. The code for the safe is behind the second painting in the game - Lady Boyle's Minimization Argument. Inside the safe are two silver bars and pistol bullets. The special action "Doctor Galvani's safe" has been counted.

On the table in the same room, find the Diary of Dr. Galvani. Second day, month of the Earth, 1852" (history). There is Sokolov's healing potion in the drawer of the next room. Go outside, return to the metal booth. Turn to the other side of it, where one of the enemies was walking up the stairs. To the right is a metal door. Open it and disable one enemy. On the table to the right of the entrance is a note - "orders of Captain Ramsay" (finds). Walk further down the street. It will be necessary to neutralize 5-6 opponents. In the guardhouse on the right, there will be the newspaper "The Royal Assassin Strikes Again!". A little further there is a turn to the right, where a mustachioed man is sitting on the steps. On the wall to the left will hang the map "Tower District".

Exit to the main street and find an arched passage on the other side. Go there. To the left is a man on the steps. Enter the building on the right and go up to the top floor, where you will need to neutralize two enemies. On one of the tables with typewriters, find the “Note from the Editor-in-Chief” (finds). On the far left table, under the shelf is another newspaper - "Misfortunes hit Dunwall" (finds).

Talk to a journalist. You will earn a special action - "Freedom of the Press".

Go back to the alley where the map was hanging on the wall. Turn the corner and go up the stairs. Enter the building and on the second floor go to the stairs leading down. Next to the window, still on the second floor, there is a table with a Letter to Laura” (finds). Go downstairs and go into the room behind the cash register windows. Kill two enemies and inspect Boyle's body. On a crate nearby, find "The Case of Ichabod Boyle - Testimony of a Witness" (finds).

MISSION 2. AT THE END OF THE WORLD

strange visit

Something is wrong here. Try to understand what is happening.

Approach the door and try to open it. Turn around and see a hole in the ship. Follow the Floating Islands until you meet the Outsider. Talk to him and decide whether you will play with skills (Accept Alien's Mark) or without them.

Our pick: skills. To move to the other side, use the right mouse button to pull. Hold and aim, then release to fly. Move around the locations using the skill, and then take the heart. Follow the mark on the map. You will need to climb up a bit.

Runes #1 and #2. Take the first runes from the altar of the Alien - one and the other.

Ship "Fallen House"

Meet with Megan Foster, discuss with her a plan of action, and then go on a boat to Karnaca.

After the cut-scene, go to the table in the cabin and pick up Emily's letter (find). From the door on the left, remove the crossbow and the note "Limited funds" (finds).

Go outside and turn right. Ahead, on the table is another note - "To Do List" (finds). Climb the stairs to the right to the very top and find the book “Accounting of the Fallen House” (stories) on the cabinet near the bed.

Megan Foster, captain of the Fallen House.


Return to the place where you found the note with the to-do list. Nearby there is a small door to the pantry, try to open it. You will have an optional task The door is closed from the inside, and you need a way to unlock it. To do this, go to the deck by climbing one tier of the stairs. You need to exit from the side with which the pantry is located. Jump down to get inside the room through the porthole window. Here you will find several useful items, including "Memories of the trip to Pandusia" (stories). Use the sword to break the wooden beam on the door, which made it impossible to open it.

Go towards the main marker, but do not go outside. Go down the stairs on the left. Turn left and into the corner dashboard in the corner, find the note "Repairing the auxiliary engine" (finds).

Go through the door to Captain Megan Foster. Don't rush to talk to her. On the table on the right, find Emora Clipswitch's Gift of Shindeiri. Research" (stories). Go a little further than Megan and look to the right. On the chair is the book “Blood of the House of Abele. Chapter Four" (stories). Go to the far room, open another door and find yourself in another room. On the table on the right, find " Memories of a trip to Pandusia" (stories).

A little to the left are Sokolov's notes "Study of cadaverous wasps" (finds). Listen with the help of an audiograph to another audiogram - “The Abduction of Anton Sokolov”. From the bed, take Anton Sokolov's Notes on the Investigation (stories). Exit to the deck through any door that is on the stairs leading up (you have already climbed there). In the bow, on the boxes, there will be a book " Memories of the journey to Pandusia" (stories).

By the way, in the second mission you can find:

- Runes - 10.

- Altars of the Alien - 2.

– Amulets – 6.

– Drawings – 2.

– Paintings – 4.

Talk to Megan Foster to learn more about Anton Sokolov. All evidence leads to the Addermere Institute. You need to get on the boat, but first...

Rune #3. Go to the boat and jump into the water to the right of it. You can first take out the heart to see the exact location of the rune in the water. Swim to the very bottom to find another rune there.

On the edge of the world

Locate Addermere Station and take the carriage to the Addermere Institute. It is there that the traces of the Royal Assassin lead.

Rune #4. After arriving, move to the left side along the coast until you see a huge shark. From her mouth you must get a new rune.

Painting #1. Return to the pier. Opposite the place where you moored on the boat, there is a wooden stand with a map of the shipyard. Take her. Look up from this stand to see a huge poster of Delilah above the open balcony. You need to get to the balcony using teleportation in order to find the first portrait of High Overseer Campbell's Isometry indoors. To jump onto the balcony, you need to climb to the visor below, then to the metal device on the right, and then to the balcony itself. Do everything with the help of the "Attraction" skill.

In the same apartment, on the cabinet is the "Witch's Diary" (stories).

Drawing No. 1. Look around a few neighboring buildings. You can get to the second floor of one of them using an open balcony. Go there and find the safe. You won’t have to hack it, but inside there will be a drawing and a figurine of a whale. On the table you can find a letter from Rebecca Fletcher (finds).

Move to the very end of the street (left along the coast) until you see a passage to the basement. This is an underground shop. If you want to do side mission, then on the upper tier of the "underground shop" through the window, look at the street where Mindy Blanchard is sitting. Get out through the window and talk to her. She is the leader of the bandits. You will have to steal the sorcerer's corpse from the caretaker's building.

Follow the upper floors of the house to find a showcase with a lattice. This is the Black Market. Chat with the merchant about everything. If you suddenly attack someone, the merchant will hide, and you will subsequently not be able to buy all the necessary goods. We continue Walkthrough Dishonored 2 on site site

Underground merchant's shop on the Black Market.


Rune #5. You can buy all these items from a merchant on the Black Market for 400 gold.

Purchase a scroll from the Black Market vendor that lists the location of the sunken contraband (Search for Sunken Supplies). The cost of the scroll is 250 gold. To find this contraband, you will have to leave the building and face the sea. Huge metal beams protrude from the water, along which the rails run. Near the first of them there is a buoy. It is in this place that the sunken boat is located. Swim to the depth and pick up various ammunition from the box. Beware of the fish swimming here.

Go back to the entrance to the underground shop. Follow the right towards the narrow passage between the houses. Now you can either climb up the stairs to the building with the infected, on which hangs a white sign with a bloody inscription, or proceed further along the narrow passage leading to the wall of light.

First, go up the steps on the left and jump onto the fence on the left. There is an open window in the house ahead on the right. You should see a corpse lying on the windowsill. Search for a note "Cleaning up the nests of corpse wasps" (finds). Climb inside the house through the same window and start destroying the hives of those very insects so that they do not constantly appear. Use either a knife or bottles of alcohol (just pick them up and throw them into the hive, and they will automatically light up). Pick up at the place where the beehive was, "Serkon Folk Songs" (stories).

Amulet #1. Go upstairs inside the building. On the second floor, and in the place where one of the beehives will be, find the first amulet called "Hot Cocktail".

Five amulets can be used at the same time. "Hot Cocktail" increases the radius of destruction of the exploded bottle.

In the end, you will find yourself on a balcony leading to another square (you will need to break the boards on the doors).

Black Market Achievement. Rob the black market. To do this, you will need to carefully search the same infected building in order to find the key that unlocks the back door to the Black Market. To do this, in the room where the piano will be (on the top floor), next to it, find the door barricaded by the cabinet. There will be a small hole at the top of the cabinet. Get through there. At the corpse on the left you can pick up a letter to neighbors (finds). Climb up, destroy one hive and guardian of nests. In the room ahead there is an aquarium with the last beehive. Inside the aquarium lies the key you need. Take it.

Having done this, return to the underground shop. Follow to the place where Mindy Blanchard was, on the couch. Open the door located here, carefully sneak up on the Black Market merchant and disable it. So you can pick up absolutely all items for darma, including the very rune.

If you choose not to go through the infected building, you should encounter a wall of light. At the fork, you will see two enemies that you need to deal with. The path further will be blocked by a wall of light, when passing through which main character burns alive. Therefore, you have to turn off the wall.

Achievement "Execution is canceled". Don't let the guardsman push the man into the wall of light. You will need to act quickly. You will see how the guardsmen are going to throw one of the hard workers on the wall of light. Sleep opponents using darts. That's how you save the poor fellow!

Approach the wall and find the red cable. See which way he goes. Climb up on the right side and you will see a windmill. Use teleportation to get to the platform above (on the windmill). Pull the lever to turn off the device. The wall of light has been disabled!

Look around the side of the disabled device and you will see an open balcony. Climb up there and neutralize the caretaker, who is looking for something on a shelf with books. Search it to find a secret letter to Brother Harold (finds).

Amulet No. 2, runes No. 6 and No. 7, painting No. 2. There is an Alien altar in the room on the side. Here you will find the painting Alien in Conditioned Dreams, two runes. You will also see the message of the Alien. Near the place where the caretaker was (near the bookcase) in the floor on the left, look for a gap. Inside you will find the Spiritual Wealth amulet. Randomly, a mana elixir will restore all of your mana.

Here at the top you can find a letter from Mindy (finds).

Return to the disabled wall of light.

Channel

Pay attention to the wall located on the left side. There is a map hanging here. Examine it so that it is saved in your journal if you have not done so before. Go down into the water in the channel on the right and move to its far end, to the left. There will be a grate behind which a rune is visible.

Rune #8. You won't be able to get to the rune. Pick up a crossbow and shoot at the piece of wood from below. So you will break the board, which will lead to the purification of the drain. Water will pour, due to which the rune itself will move from behind the grate.

There are several enemies on the other side of the channel. One of them is located on the balcony of the second floor of the building standing there. This building can be reached by stairs. So do it. Enter the building through the main door, opposite these steps.

Rune #9, amulet #3. Get outside. You will hear how one of the two enemies tell some stories to the inhabitants. You need to distract both of them, but first go up to the balcony and neutralize the enemy from above. Jump down, take the rune and the amulet from the wooden table, and then leave this place in any convenient way (teleportation). The amulet is called Restless Purpose. In rare cases, opponents will drop grenades or other debris under their feet.

Watcher Outpost (Karnaki Enclave)

Go to the right building to be on the first floor. That building, on the balcony of which there was an enemy.

Drawing No. 2. Climb to the third floor, since everything is closed on the second floor. Deal with three opponents. It's best to go through the white door and use a sleep dart on the enemy at the table. After that, it will be possible to deal with the second opponent located at another table. The third enemy is in the next room - kneeling and praying. On the table, at which one of the caretakers was sitting, find the Tempering drawing.

In the far room you will find safe, which is locked with a password. The code for the safe must be found in a note lying on the table, next to which one of the enemies was standing. The note is titled "Prohibitions That Keep You". The note contains three prohibitions (randomly). To the right of the safe, on a bench is the book "Seven Prohibitions". Compare the prohibitions indicated in the note with their ordinal values ​​in the book. You will receive a three-digit code. It will be different on every playthrough.

Rune #10. Inside the safe, you can find the last rune on the current level.

Painting #3. Search the third floor to find another painting. It's called Viceroy Predicate Logic. There is a picture hanging on the wall of a room with a table at which the caretaker sat and on which there was a drawing.

On the fourth floor, you will find two caretakers who need to be eliminated. Search both caretakers and one of them will find the key to the interrogation room.

Amulet #4. Go to the interrogation room and on the left side you will see the corpse that you will need for that same Mindy side quest. Leave the corpse for now, but take the amulet lying on the table. It's called "Witch Skin". The damage you take will not consume health, but mana. In this case, mana will not be restored. As soon as the mana runs out, the damage will take away health points.

Amulet #5. Get on the roof of the house and you will see two other enemies. Having dealt with them, jump over to the roof of the neighboring building and go towards the sea. On the last house you will see the corpse of a person, next to which the amulet will lie. Kill wasps first. The amulet is called "Feast in the Ditch". After Emily eats a white rat, mana is restored.

Go back to the interrogation room and take the corpse of the sorcerer. The body will need to be taken to the basement under the office of the tooth puller. Just go downstairs and exit the building. Go along it to the right. On the right side is a bet marker from a dotted line. You will see a descent into the basement. Go there and throw the body into the hole as Mindy asks.

Mindy Blanchard.


Achievement "Pathological Thief". Steal the corpse for Mindy Blanchard. The above describes how to complete this task.

Addermere Station

Achievement "Song of Serkonos". Find and listen to three musical duets in Karnak. Come out of the basement and ahead you will see two musicians. Listen to their performance until the very end.

Amulet #6. Go inside the store and stun the owner with a broom. Go around the stairs ahead and find a large safe under it round shape. Need a password. Look into the cash register nearby, located on the right side of the entrance to the store. You will find the password. Use it to open the safe, take various items including the amulet. It's called "Death Rise". Using it, you restore your health after falling much faster.

Painting No. 4. Look in the back room of the safe store (far part) and follow the upper tier. Examine the white door that leads to Hypatia's apartment. You will find the key to her apartment only in the next chapter, but you can still get into it.

Nearby there is a door leading to the street. Exit and jump down over the fence on the right down to the metal roof. Climb up to the ledge ahead. A pipe is installed along the wall on the right. Climb up the pipe to the balcony and enter Hypatia's apartment. Take away the painting "Projective Contemplation of Hypatia" hanging on the wall.

You can go to the balcony and move to the roof of the railway station. At the top there will be three opponents. If you move down the slope, no one will detect you. Use teleportation to be on the roof above the crew. Look down, put the enemy to sleep with a dart and jump into the carriage standing on the rails. So you will go towards the Institute.

MISSION 3. GOOD DOCTOR

Eliminate the Royal Assassin - the one who killed your enemies in order to compromise you. And look for your old ally, Anton Sokolov, who was last seen at the Addermere Institute. Alexandria Hypatia, who heads the institute, will surely be able to tell you something.

In the third mission you can find:

- Runes - 6.

– Altars of the Alien – 1.

- Amulets - 5.

– Drawings – 2.

– Paintings – 3.

Addermere Institute

Amulet #1. When you get to the institute station, leave the carriage and look to the right. Find the broken railing and jump over it onto the pipe. Climb down the rocks and go right so that you are under the carriage. Find the amulet lying in the boat and move back using teleportation. The amulet is called "Temporary Cunning". Enemy grenades will explode slightly slower.

To get to the top, go to the left and climb the stones as if it were stairs. Ahead you have to face three opponents. Wait for two of them to go in different directions. This leaves a third enemy. Deal with each one before the others see.

Lobby

Amulet #2. When you enter the building, you should notice bags with things. Ahead on the shelf is a new amulet called "Spiritual Reserve". Mana regenerates slightly faster.

Move to the left, otherwise the enemy will see you. Deal with him and neutralize another enemy who is sitting at the table. A further path is blocked by a wall of light. To disable this wall, you will need to teleport and move to right side second floor. Remove the desired tank.

Map of the Addermere Institute.


Painting #1. On the right side of the wall of light, you will find the first painting of the level - "Judgment of Duke Abele".

Opponents are waiting for you ahead. When you get close to the elevator, be sure to examine the stand on which the map of this location is located.

The kitchen and restaurant are located on the left side of the first tier. In the hall you will find four opponents. There are two more opponents in the kitchen. Dealing with everyone one by one will be difficult, and impossible. Use sleep darts

Rune #1. The first rune can be found on a column, in a hanging plate located in the hall, next to the table in the center. It's to the left of the elevator.

There are kennels in the information desk to the right of the elevator. You can break the glass so that the dogs gnaw all the opponents who come running to the cry of the guards in the corridor. Otherwise, sneak past the enemy near the glass, because if he is put to sleep, he can fall on this glass and break it.

Second floor

Go back to the lobby. Use teleportation to get to the second tier on the right, as you did to turn off the light wall. Move to the door in the far part, open it and follow to the end of the corridor. In the room on the left you will see a dead body. This is another victim of the Royal Killer.

Drawing No. 1. Not far from the headless body there is a safe, which requires a code to open. Turn around and go to the opposite wall. On the table to her left, under the window, there is a note with the code to the safe. Inside the safe, you will find the recipe for a combat sleep dart.

Follow the elevator and go up the stairs to the second floor. There are two opponents here. In the far part, you can find a locked door. By breaking it, you can profit from gold. It is still impossible to open the door on the left side of the elevator - you need Hypatia's key.

Third floor

Move to the third tier. On the landing you will meet two enemies. On the right side of the elevator is the east terrace (plate EAST TERRACE). Follow through the door. Look to the right and you will see an enemy that can be disabled. You can ignore the three enemies in the far part.

Fourth floor

On the fourth floor there will be two opponents - one is sitting at the table, and the other is standing near it. Make your way past them to get to Hypatia's office. Take the various notes, the audiogram, and Hypatia's key from the right table.

Exit to the floor and go through the door marked PRIVATE ROOM. You will be on the roof. Find the entrance to the inside of the building on the roof and…

Runes #2, #3, Altar of the Alien #1. In the central building on the roof there will be an Alien altar with two runes.

Attic

Rune #4. So, when you go through the door of the fourth floor to the roof, you can see a pipe with holes on the left, from which steam comes out. Using teleportation, climb onto the roof of the central building where you found the altar. Look at the building you came from to see a round hole. Using teleportation, move to the attic and take the rune from the table on the left.

Note that there is a red button in the attic. Get out through the window and teleport to the neighboring roof.

Amulet #3. You need to get on the roof of the building where the attic is located. To do this, you need to climb to the top of the nearest four pipes of the neighboring building. From here, teleport to the roof of the desired building and find the Lucky Misfire amulet in the nest. The chance of enemy pistols misfiring is increased.

Bold Leap Achievement. Jump off the highest point in Addermere, killing an enemy in the fall. Find the enemy located on the pier next to the sea, on the side. Jump down, right at him, and kill the enemy.

How to get to the lost property?

Go downstairs, go to the fourth floor, inside. Call the elevator and enter it. Look around to find that the "-1" (footer) button is no longer there. The floor of the first floor is full of boards, so you have to drop the elevator to get to the bottom. But first you need to neutralize all the opponents so that they do not run to the noise.

While in the elevator, get out through the hatch on its roof and press the red button (on the elevator itself). So you rise to the highest position. Get out to the attic and look at the elevator. Using the knife, cut the two cables so that the elevator falls down. Climb into the shaft and jump on the boxes on the walls to go down to the very bottom, to the basement.

Rune No. 5, painting No. 2. Search the basement, take away the rune and the painting "Anton Sokolov in Subtractive Color".

To leave this place, climb the collapsed elevator and click on the button on the right side of the first floor. This will open the door to the first floor.

Saving Hamilton

So, a few minutes ago you received Hypatia's key. Follow to the second floor and open the locked door. Deal with two opponents before they manage to kill Hamilton. Chat with a man. The hostage is in the room on the left. And to get Hamilton's key, search the box behind him.

Joe Hamilton.


Drawing No. 3. Follow up, rise above the fourth tier on the stairs and open the locked door where there was a trap. Pick up various items, including the "Mercury Vapor Distillation" drawing.

Search for Hypatia

Rune #6. With the key of Hypatia, proceed to the third tier and open the door on the right side. The room is filled with cadaverous wasps. Deal with the hives and pick up the rune at its beginning.

Amulet #4. In the same wing in the center there is a blocked room. To the left are three sunbathing cabins. One of them is open and leads to the same room. Make your way there and take the Spirituality amulet, which increases the amount of mana restored by elixirs.

Using the far door along the corridor, you will find yourself in a high hall. In the lower part there is a laboratory where you can find Hypatia herself. Get down and chat.

Amulet No. 5, painting No. 3. Pass by the woman and in the room on the left, find the hanging painting “I respect her, inside and out.” Also take the Zephyr amulet from the table located here. The amulet increases your damage taken, but increases your walking and running speed.

Follow to the opposite side of the hall to see the barely alive Dr. Vasco lying on the couch. Find out that the royal assassin is the same Hypatia. At night, she turns into a monstrous creature due to the effects of the poison. Vasco has a recipe for an antidote that needs to be injected into Hypatia to stop her from turning into a monster. Gotta cook it! You will find out the code for the safe. Hypatia attacks Vasco and kills him. She will start looking for you. If you remember the code for the safe, then good. Otherwise, search Vasco's corpse to find a note with a code combination.

The body of Dr. Vasco.


There are two options - either kill Hypatia or find an antidote. The second is needed if you go through the game without spilling blood. Sleep darts and mines are useless against Hypatia. Leave the hall, trying not to catch the monster's eyes.

Whey preparation

Go down the stairs to the second tier and open the door on the left side, which was closed. You should have already done that when you met Hamilton. Eliminate the enemies or go through the room with the corpse wasps on the right. Go to the safe in the far room and open it. Inside you will find Vasco's antidote recipe and the key to his lab. By the way, the laboratory is located to the right of the safe, if you look at it.

To prepare an antidote, proceed as follows:

- Go to the room on the right (Vasco's laboratory) and find the syringe with the serum base.

- Go up to the third floor and go right towards Hypatia's laboratory. In the first room, where there were many cadaverous wasps, find the body of the infected. Use a syringe on it to get the blood of the infected.

- Return to the room to the right of the safe, go to the table located here and pour the blood from the syringe into the flask. The same table on which there was a syringe with a serum base.

– Activate the burner under this flask.

– Take the medicine from the smaller flask located on the right side.

Take the antidote to Hypatia's lab. Get behind her and use the syringe. Chat with Hypatia and invite her to the ship.

Alexandria Hypatia.


Turning off the observation tower

Move down the stairs to the first tier. Open the door located behind the elevator. The backyard is full of enemies. Make your way to the left side past them. To get through the locked gate, you must move away from them to the right side and teleport obliquely, above the gate. Deal with two enemies and climb over the tower to extract the tank.

Go down the chain located here. Eliminate two enemies on the pier, approach the boat and swim to your ship.

MISSION 4. WATCHMAKER'S ESTATE

Discuss with Megan Foster the best way to get to the home of Kirin Jindosh, Grand Inventor of Duke Serkonos.

In the fourth mission, you have to go on the trail of Kirin Dzhindosh, the inventor of clockwork soldiers and the man who will captivate Anton Sokolov. You must infiltrate the watchmaker's estate and deal with him.

- Runes - 6.

– Altars of the Alien – 1.

- Amulets - 8.

– Drawings – 4.

– Paintings – 6.

Ship "Fallen House"

After returning to the ship, you will be able to make another entry in the travel log. Also, if you saved Hypatia, the Royal Assassin, Megan will give you a note and some gold coins.

Outside, chat with Megan before she leaves. Again, if you saved Hypatia, then you will have the opportunity to go to the woman and chat with her. Check out the new to-do list on the table next to Captain Megan Foster. As it turns out, the boiler room needs your help.

Be sure to talk to your doctor if you can. She will be grateful to you and tell you briefly about the upcoming mission. You can take as many mana potions as you can carry.

Before going on deck, go to Captain Foster's cabin. Go to the workshop (far room) and take the red valve from the table. Find the stairs leading down to the boiler room. It is located to the right of the exit from the workshop. Climb down and note that there is a crack in the pipe on the left. Use the previously found wheel on it, and then turn off the water supply. Job done!

Go to Megan, who is waiting for you at the boat. It's time to visit Jindosh at the mansion.

mechanical mansion

Anton Sokolov is kept in the mansion of Kirin Dzhindosh, the duke's court inventor and creator of watch soldiers. Make your way inside, save Sokolov and eliminate Jindosh before he creates a whole army of sentry soldiers.

Get out of here and go up the stairs. You will see a soldier who searches all citizens.

lower aventa

Amulet No. 1, painting No. 1. Standing at the gate, look at the building on the right. Raise your head up and see the balconies. Climb to the nearest balcony using the fence on the left. Inside the house you will find the Falling Star amulet. When you kill enemies while falling, you gain mana. On the opposite wall is a painting called Ramsay's Stochastic Eyes.

Step out onto the balcony and look around. There are three opponents in front of the light wall. The fourth enemy is in the guard house on the other side of the street. To the left of the light wall, you can find a location map.

Rune #1. Go down, try to neutralize all enemies. From the map on the wall, go to the alley to the left. You will see some girl calling you. It is a trap. After dealing with the bandits, find the rune inside the chest of drawers.

Altar of the Outsider, runes #2 and #3. Return to the light wall. On the left, as you know, there is a map and a lane. But even to the left is an infected store. Find the entrance in the far corner behind the barricades and go up to the top floor. There will be a locked door here. There is a window on the top right of the door. Make your way through it into another room, and on the right, find the Alien's altar with two runes. We continue to play the game Dishonored 2 on the portal website

Safe Again, go to the alley to the left of the light wall. You will see several passers-by on your left. Here you can find the entrance to the building. Climb to the second floor and find a safe in one of the offices. You need a code combination. Exit the room with the safe and you will see a black board on the wall ahead. In its lower left corner there are three numbers. In this case, the last digit is smeared. Put the first two numbers on the safe, and then pick up the last one.

Amulet #2. Climb to the third floor of the same building. There is an amulet behind the locked door. But you can't get to him from here. Exit the building and immediately find the canopy in the alley. Get on it. From the visor, using teleportation, you need to climb onto the roof of the building. From the roof of the building you will see a passage to the third floor, to the room where the Great Spirit amulet is located, which increases the maximum amount of mana.

Painting #2. In the same room where you found the amulet, there is a painting called “Axial Asymmetry of the Chief Spy” hanging on the wall.

Rune #4. Underground shop. Go to the square with the light wall. Find the descent to the basement and talk to the merchant. Hide, and then destroy the bandits - Paolo and two groaners. After the victory, talk to the merchant and buy a mounting tool from her. Don't forget to buy a rune. You can also buy a key to the ticket office.

Achievement "Three Deaths". If you are playing by killing enemies, then deal with the enemies that appear, led by Paolo. This is one of three battles that will earn you this achievement.

Aventa station

Return to the light wall and apply the purchased mounting tool to the control panel to the right of it.

Amulet #3. Pass through the wall and climb to the second tier, having dealt with the enemy. Take the Miracle Needle amulet from the cabinet on the side, which gives a small chance to return sleep darts.

On the ground floor of the station on the left is a ticket office. Open it if you bought the key and search it.

Drawing No. 1. Inside the ticket office on the table on the right, find the blueprint "Pyroacoustic Coating".

Upper Aventa

There are many enemies in the area. If you go forward and along the slope to the right, then you will run into a wall of light. First you need to turn it off. Stand with your back to the carriage that brought you here. To the right is an open building.

Amulet #4. Enter this building, go up to the second floor and look for the Unsteady Hand amulet on the table, which increases the chance of missing enemies in ranged combat.

Drawing No. 3. Climb to the third floor and kill the enemy in the office ahead. On one of the tables lies the drawing "Polarization of the alloy".

Go down to the second floor, find the shield, open it and pull out the blubber tank.

Amulet #5. Go through the disabled wall. Follow forward, along the building on the left. Turn the corner. Look for an open window on this building. Climb inside through it, destroy two beehives and take the amulet.

Painting #3. The next painting is in the same room. It's called "Jindosh Considers an Odd Calculator".

Rune #5. There is a rune in the next building on the second floor. To get there, you must jump from the courtyard to one of the two balconies. Use the Pull skill.

mechanical mansion

Entrance to the mechanical mansion.


Go through the door on the right and pull the configuration lever. Climb up the steps and talk to Jindosh in front. Soon it will be necessary to destroy two sentry soldiers. Use grenades, firearms. Having done this, pay attention to the wall of light in the corridor on the side. In the hall, find the lever and lower it to change the room.

Go down and open the door between the stairs. Examine the map on the wall ahead. Move on, destroy or neutralize the enemies in the corridor. When you are in the piano room, be careful. If you pull the lever, you will start the reconfiguration of the room. Instead of a piano, an electric bomb will appear, which will kill the main character if he is nearby.

Mad scientist Jindosh.


If you suddenly raised a discharge column, then do not even think about approaching it. Kills in one go. There are windows in the room on the left. Open them and get out into the space behind the walls. Go right and see a pool table. Nearby there is a configuration lever. Pull it and get out into the next room. Here, start another lever. Jump down when there is a hole in the place where the pool or dining table was. Go deeper, kill the enemies and find yourself in the approbation room.

Approbation Hall

Don't rush to go down.

Amulet #6. Jump to the glass labyrinth and run to the right. Climb onto the railing and follow into the back room, killing the guardsman. Inside the desk drawer on the left, find the Spirit of Water amulet. Water from fountains will restore mana.

Go down to the glass labyrinth, along the metal steps. Examine the note on the table to find another way to eliminate Kirin Jindosh. You need to find an electroshock machine to stun the enemy.

Pull the lever and follow the maze. There are square buttons on the floor. When you stand on them, the rooms will change. Destroy the clock soldier. On the far left side, find the button in the floor. Click on it. While the walls are down, follow the marker to find yourself in the room with Sokolov.

Painting No. 4. In the same room, the painting "Bloody Topology Evil Alex" hangs on a stand. Break the boards on the floor, pick up Anton and press the button farthest from the bed. Stand on the button in the center of the maze. Next, stand on the button to the left of the entrance to the labyrinth. Then go around the wall and stand on the button right at the entrance to the labyrinth. This is how you leave this place.

The enemies who used the elevator will go down. Having dealt with them, go upstairs with Sokolov.

Use the room with the pool table to go behind the walls and hide from the discharge tower (if you activated it in the room with the piano). Leave Sokolov somewhere nearby and go to the exit. Here you will need to destroy several sentry soldiers. You can place mines on the floor. When the enemies are finished, then follow back, pick up Sokolov and leave this place. One task completed.

Deal with Jindosh

Return to the mansion.

Drawing No. 4. From the hall with the discharge tower, go to the room on the right. There is a waiting room where two people stand. There is a lever next to it. Pull to lower the lounge down. Instead, there will be an office. On the table of this office, find the drawing "Conductive Fibers".

Amulet #7. Take the elevator down to the labyrinth where Sokolov was found. You will be at the top of the maze. Find the lever on the wall. Pull it if there are metal walls next to the lever. This will drop down the room with two people waiting for Jindosh. There are holes in the ceiling of this room. See? Use teleportation to get to the top. These are another hidden passages under the floor. Find the corpse and take the amulet "Life-giving moisture". Now the water from the fountains will also restore health.

There is also a shield from which you need to get a tank of blubber, thereby de-energizing the discharge column.

Raise the room to the waiting room, on the same level as the room where the piano or discharge column is located. Climb up through the ceiling to the top of the room and then head to the right to find Jindosh's bedroom.

In the bedroom, kill the robot and pull the lever. Go to the back and pull the lever. Don't rush to leave. Pull this lever again and quickly move behind the screen to the white door, which is about to be hidden.

If you go through this door, then you will find yourself in the laboratory of Jindosh. But don't rush.

Painting No. 5. Pull the lever again, but don't go anywhere from here. The interior will change and in front of the door leading to Jindosh's laboratory, the painting "I'm watching the artisan" will hang on the wall.

Laboratory

Rune #6. Go to the laboratory and find the elevator on the left behind the door. Call him. Go down to the floor below, to the technical room. The door to the technical room is locked. On the right there is a small hatch. Crouch down and climb out through it. The hatch will need to be opened. Outside, on the table between the pipes on the left, find the key to the technical room. Use it to open the white door, go left and take the rune from the table.

Return to the tier with the laboratory. Go to the center and destroy the robots. Climb up and stun Jindosh. Creeping up behind. Take him down and put him on the chair of the electroshock machine. Now you need to run it. There are two remote controls at the bottom right and left of the stun machine lever. Choose different stands so that there are as few red stripes on the consoles as possible. For example, you can choose an optical stand on the left, and an anatomical stand on the right. The more white stripes on the spiral device, the better. As soon as there is enough energy, Emily (Corvo) will say so. Pull the lever to disable Jindosh.

Painting No. 6. Go upstairs where Jindosh was. Take the painting "Light along the inverse curve" from the wall behind the table.

Drawing No. 5. Search Jindosh's desk with a painting behind it. On the front there are several compartments - chests of drawers. In the right of them you will find a blueprint for the "Separating the Core Bolt".

Amulet #8. Return to Jindosh's bedroom. Use the heart to see the amulet under your feet. Remember that it is located under a room with various photo developing devices. There are three more cases on the table. Pull the lever and run into this room. She will go down, and you can pick up the Bloodsucker Strikes amulet from the shelf. On hits or kills, you gain health.

Leave this place, take Sokolov to the boat and follow to the ship.

MISSION 5. ROYAL KUNSTKAMMER

Another strange visit

You woke up with a strange feeling.

In the fifth mission you can find:

- Runes - 6.

– Altars of the Alien – 1.

- Amulets - 9.

– Drawings – 3.

– Paintings – 3.

Move from marker to marker as you scroll through memories.

Ship "Fallen House"

Meet Megan Foster and Anton Sokolov to discuss how to get rid of Duke Serkonos and overthrow Delilah.

Contribute new record in the travel journal and read Megan's note. You can chat with Hypatia if you saved her instead of killing her. Go to the captain's cabin, talk to Anton and Megan. Climb up to the boat and interact with it.

Royal Cabinet of Curiosities

In captivity, Anton Sokolov learned that one of the most important associates of Delilah was Brianna Ashworth. It was Ashworth who developed the plan for the coup in Dunwall. She is powerful, she has many secrets. She is going to create some strange device for Delilah. Brianna Ashworth should be eliminated.

Kyria Gardens

Rune #1. Deal with opponents outside. Try not to make noise, otherwise workers from the boat will join the battle. Climb up the stairs. There will be a wall of light ahead. Turn left from it, follow the sign indicating the underground shop. Go down and talk to the merchant. You will receive an optional task from him. Buy the first rune and the code for the safe from the merchant, which will come in handy.

Get out of here and up the stairs. Enter the building on the right. Climb up to the second floor. There will be a closed door here. Follow even higher and exit to the roof. Eliminate the three enemies on the right and find a place on the roof where you can jump down into the room. Stun the caretaker and search the room. There will be an audiograph on the table. You will find out exactly what Byrne thinks of Brianna. But this is not enough for the purpose.

There is a wind turbine on the roof. Disable it with the lever to disable the light wall. By the way, you can buy a mounting kit from the Black Market merchant to turn off the light wall using the panel to the left of it. Go behind the wall through the gate.

Amulet #1. Immediately climb onto the object on the left and from there teleport to the balcony of the building on the right. After opening the door, go into the room and take the Electric Blast amulet from the table. The impact area of ​​stun mines has been increased.

There is a ledge on the side that you can climb up. So do it. Use teleportation to move diagonally to a similar ledge. From there, you can reach the desired open balcony.

Altar of the Outsider, runes #2 and #3. Disarm several traps in this building, climb up the destroyed beams and take two runes from the Alien's altar.

Amulet #2. Climb up to that same roof again. On the right, find a place from where you can jump to the boarded-up balcony of another building. Jump, break the boards and destroy some hives, as well as the corpse wasp guard. Take away the "High Pressure" amulet, which reduces the damage radius of grenades, tanks and bottles, but increases the damage from explosions of the same items.

If you bought the code from the merchant to the safe, then open it, because it is located to the right of the location of the amulet. Inside will be ordinary items.

Painting #1. From the wall in the same room where the safe and the amulet were found, remove the picture "Ashworth in the Existential Symbol".

Please note that the path to the Kunstkamera is blocked by a wall of light. There is an observation tower nearby. If you fall into the light, you will be destroyed in a matter of seconds. Climb down and go past the light wall and tower so that they remain on your left. At the end on the right there will be an entrance to the house you need, where a fellow underground seller lives.

Amulet #3 and blueprint #1. There will be three enemies on the left, but it is not necessary to kill them. Climb up, jump over the wooden barrier on the stairs. Above, you'll find a Blade Dance amulet that allows a spring mine to destroy enemy bodies, as well as a note from a merchant friend. You will be able to continue side quest. Next, you will need to steal the Roseburrow prototype, which is on display in the Cabinet of Curiosities. Here, find the drawing. Please note that at the stand you can find and save a map of the royal cabinet of curiosities.

Royal Cabinet of Curiosities

It is not necessary to turn off the light wall. If you found the lair indicated by the trader of the underground shop, then find a window overlooking the cabinet of curiosities. Get out through the sky and along the pipe move along the rock on the right. You will find yourself on the parapet of the Kunstkamera. Find an open window and climb inside.

Royal Cabinet of Curiosities.


Rune #4. Kill two witches and find a rune on the left side of some heap.

Go downstairs to the main hall, from where you can exit into the courtyard with a wall of light. Find the entrance to the basement in the hall. Follow there and kill the dog. His skull will need to be broken, otherwise the wolfhound will be reborn. Go to the next room and kill the two witches. The door to the next room is locked. After destroying the hive, go to the right of the locked door and turn left. There is a gap on the bottom left. Crouch down and hit the books in the opening a few times to push the bookcase away. Go inside and listen to Brianna's audiogram to complete one of the tasks.

Rune #5. Next to the audiograph is another rune.

Painting #2. Please note that behind the audiograph, behind the bars, there is a part of the room with a large picture. To get there, jump over the cabinet on the left or right. Take the painting "I plunged her heart into Hell."

Drawing No. 2. Go up one floor, optionally using the elevator. Kill the witches and in the workshop on the left, on one of the tables, find the drawing "Sensitive Shell".

Climb even higher, kill the enemies and look for Ashworth's strange device on the right side. Examine the device with lenses and read the note on the right. The task will be updated. You need to find old lenses.

Ashworth's device for communicating with the Abyss.


Amulet #4. Climb to the topmost tier. Enter the room on the left. Move along the corridor and find a room with a board. On the board will be the amulet "Skill of the duelist". Your bullets do slightly more damage.

Amulet #5. On the top floor, call the elevator. Enter it and climb onto the roof through the hatch from above. Jump onto the ledge on the side and grab the Abyssal Armor amulet, which deducts most of the points from your mana bar if it deals damage to you.

There is a passage on the side. Crouch down and get outside. You will be able to move along the parapet against the wall to the opposite side of the building. Climb to the top floor of the Ashworth Apartments. Find the old lenses on the table on the left. Return to that very device, interact with it to replace the lenses. Start the device with the lever on the right. Ashworth no longer has her former powers.

Painting #3. Go to Ashworth's office, go up one flight and remove the painting "My fire burns in Brianna's blood" from the wall.

Amulet #6. Climbing higher, open the door on the left, into a small room. Take the Leviathan's Breath amulet from the table in front. When you swim under water, in case of lack of air, mana points will be lost first, and only after that - health.

Rune #6. Go back and go through the door on the right. Outside, near the sofas and the fire, look for the last rune.

Amulet #7. The last amulet must be looked for in the same basement. If you haven't done it before. Return to the hall and go down to the basement. To the right is the quartermaster's room. The door is closed. There is a window on the left. Get out through it and immediately find another window to the right. So you will find yourself in a room where you can find the Fencer amulet, which increases your chances of emerging victorious from the clinch.

Concerning additional task, then to search for the Roseburrow prototype, go up to the same floor of the gallery where Brianna's car was (with lenses). If the car is on the right, then you need to walk on the left side. There should be a locked door to the security room. You don't need a key: climb up the boxes to the left of the door, jump to the window above the door and crawl inside. Take the prototype from the booth.

Drawing No. 3. When you give the prototype weapon to the seller of the underground shop, you will receive a new blueprint "Corrugated production" in return.

Amulets #8 and #9. To get the last two amulets, you will have to kill Brianna Ashworth, since they are on her. Of course, this is completely optional if you are going through the game without casualties. The first amulet is called "Changing Beasts". White wolfhounds will fight by your side. The second amulet is called "Alchemy of Corpse Wasps". The first projectile that flies at you will turn into corpse wasps.

Return to Megan Foster and complete the mission.

MISSION 6. DUSTY QUARTER

Ship "Fallen House"

Meet with Anton Sokolov and discuss further actions with him, and then go on a boat to the Dusty Quarter.

In this mission you can find:

- Runes - 5.

– Altars of the Alien – 1.

- Amulets - 8.

– Drawings – 2.

– Paintings – 3.

Go to the room where Hypatia was. The woman is not here, but you can listen to her audiogram. Go to the captain's cabin and chat with Anton.

dusty quarter

Pass through the Dusty Quarter and enter Aramis Stilton's mansion: it holds some important secrets of Delilah. Vice High Overseer Byrne and his pious subordinates are waging a protracted war with Paolo, the leader of a band of moaners. Both Byrne and Paolo will help you, but both will demand something in return.

When you arrive, go outside.

Rise of Batista

Climb up and see a wall of light. Periodically, dust from the quarry will appear in this place. You can use it for your own purposes. Enemies will not see you well!

To the left of the wall there is a building, about 30 meters away. Climb up and neutralize the two opponents. Climb down and deal with the remaining guards. To turn off the light wall, you can use the mounting kit. Fortunately, by this point you should have found a few pieces in previous missions.

Go forward and climb into the building on the right. After destroying the hive, follow deeper into the house and jump higher. After opening the door, talk to Megan Foster.

You will have a choice. To get to the Stilton estate, you need to kill either Paolo or the caretaker. After that, you will need to take the dead body to the one you left alive. Or you can look for another way to get into the estate without helping anyone, without killing anyone.

If you want to collect all the amulets, then you will have to kill Paolo. You need to kill Paolo twice.

Rune #1. Jump down from the balcony, break the boards behind you and go into the room under Megan's location. Behind the box, find the first rune in the location.

From this square, where the statue of Lord Serkonos is located, there are two ways. The path on the right leads to the door to Stilton's estate. Listen to the conversation of the townspeople - men and women. You will learn that a certain Duran tried to break the door, but he was kidnapped by caretakers. Here's a workaround for you!

Take a different path. On the left is a moaning checkpoint. You will be warned not to go any further.

Rune #2. In front of the checkpoint on the left side, find a boarded up door. Destroy the boards, go up to the second floor and somewhere in the far room, behind the screen, inside the cabinet, find the second rune.

Climb to the top floor and get out through the window to the pipe. Follow the pipe to the right, and then - to the pipe near another building. There will also be an open window. Make your way inside and kill the guardians of the hives, and then destroy the hives themselves.

Rune number 3, number 4 and the altar of the Alien. Exit to the balcony and find yourself at the Witch's Hand location. Jump onto the canopy of the adjacent building and make your way inside through the open window. Go down the stairs and look in the back room for the altar of the Alien, on which there are two runes.

Painting #1. Next to the altar is the painting "Faith Moray and the Absolute."

Painting #2. A huge portrait of Paolo and the Unattainable Higher Truth hangs in the next office.

Amulet #1 and #2(I'm not sure - maybe Paolo drops three amulets). Climb down and deal with Paolo. Kill him twice and then search the body for two amulets. The first is called "Iron Roots" and reduces the chance that enemies will be able to knock down Emily or Corvo. The second is called "The Hunted Beast". Low health increases your damage dealt.

Amulet #3. Below, where the musicians played, on the right side, find the descent into the basement. There will be a tethered caretaker, and on the table beyond him you will find an amulet called "Movement Problems". After a magical transfer, witches howling against you may lose their balance.

Drawings No. 1 and No. 2. You will find the Secondary Winding drawing in the same basement as the previous amulet. You will find another drawing in the house, one floor below the Alien altar, which you have already examined.

Grab Paolo's corpse and take it to the caretakers. Climb upstairs and talk to the deputy high overseer to find out the cipher to the door to the manor.

On the other hand, you can kill everyone and find Duran.

Amulet #4. When you are in front of the checkpoint on the territory of the Abbey, then pay attention to the door to the building on the left. You need a silver key. But a little further to the left there is a boarded up window on the second floor. Jump on the visor, break the boards and climb inside. In the room on the left, find and take the Ignite amulet, which increases the damage dealt by grenades.

Amulet #5. Examine the lockers in the viceroy's office and take the Deep Grave amulet. The gravehound can die as soon as it spawns.

Rune #5. When you enter the Overseer's outpost building, go up the right stairs and enter the room ahead. Open the metal long box and remove the rune from it.

Painting #3. From the office of the viceroy of the supreme overseer, you need to climb higher. Stand with your back to the window and you will see a balcony on the left side. Climb onto it using teleportation, and in the room on the left, find the painting "Undivided time discovers Aramis Stilton."

So, if you killed Byrne, then go down the landing around the elevator, into the basement itself. Here you must find an unidentified corpse. On the door of the room in which the dead body is lying, there is a note - "Prisoner Duran." Read it to update the task.

Climb up and on the cabinet on the left, opposite Byrne's desk, find a note and a key to Duran's room.

Amulet #6. Return to the bar, open the indicated door and find the Lucky Assassin amulet in Duran's room.

Take the note "Code from Stilton's house" from the table.

Go to the "Black Market" through the camp of caretakers. Go downstairs, kill the Wailers and buy the map of Aramis Stilton's house from the merchant.

Amulet #7. To get this amulet, you will have to break open the door of the Black Market. This time, instead of a key, you need a code combination. So, from the merchant, go through the door on the left, and then turn right to see the right door. It needs to be hacked. There is a staircase nearby. Climb up and try to open the door - it's locked from the inside.

Go downstairs and stand with your back to the window of the merchant. Get out of here, turn the corner on the left and find a hole in the wall. Get through it. You will be in enemy territory. Walk forward and to the left. In the alley on the left hand there will be two ajar windows. Look across the far side to see a wooden board on the door. Shoot it to break it. Now go up the stairs again and open the door. Find the calendar hanging on the wall.

Find the number highlighted in red in the fourth row from top to bottom. The first digit of the code combination is always "4". The second and third are the same number in the fourth line. Enter the code, open the door and stun the merchant. Take away the amulet "Sliding", which increases the speed of tackles.

Go back to the door to Aramis Stilton's house. In the top line, select five different surnames. Under each last name, choose a different piece of jewelry, depending on which solution you found. By the way, you can solve the riddle yourself by reading the letter in the box to the right of the door. Once the combination is correct, the door will automatically open.

The combination to open the door (you may have a different one).

MISSION 7. CRACK IN THE UNIVERSE

Three years ago, a strange ritual was performed at the mansion of Aramis Stilton, somehow connected with Delilah Copperspoon and her followers. Once inside the house, learn as much as you can about Delilah's secrets.

In the seventh mission you can find:

- Runes - 3 (4).

- Altars of the Alien - 0.

– Amulets – 3 (7).

– Drawings – 1.

– Paintings – 2.

The maximum possible number of runes and amulets is indicated in brackets. It is possible if you decide to save Stilton from torment.

Walk forward.

Aramis Stilton Mansion

Rune #1. Go inside and go up the flight of stairs ahead. Enter the room and find the rune on the floor on the left side.

Go to the next room until you find yourself in the bedroom. Find a hole in the floor and jump down to where Stilton is sitting at the piano. Chat with Stilton, and the Alien will appear. Take away the temporary compass hovering near it.

By clicking on the right mouse button, you can switch the timeline. The F key allows you to see through time.

Stilton is locked in this room, you have no choice but to use the compass. Click on the right mouse button to move to the past.

The distraught Aramis Stilton.


Aramis Stilton Mansion - 1849

Listen to the conversation behind the door. You must find the code that opens the cabinet. The door is closed, you need a universal key. The 1849 calendar hangs on the wall to the right. Take it. This is a required item for the "Souvenirs" achievement.

Return to the present, approach the grate located in the passage and move to the past to be on the other side of the door. On the door itself, you can find a note that says that the password is in the notebook.

On the right side there is a kitchen. To open the door located inside it, you will need a kitchen key. The door is currently locked. Go to the end of the corridor to find yourself in a living room with a long table. Deal with the enemies and search the chair on which one of the guards had a leg. In addition to the wallet, there is a universal key here. In the past, you will run into a huge metal door. Go back to the present and go forward, then go back in time to continue playing Dishonored 2.

Painting #1. In this room there will be the first painting, which is called "Contamination of rats and mourners."

Drawing No. 1. Inside the round safe is a blueprint "Powder Chamber Hinge".

A statue hangs in the center of the room. Break the red mount with your sword to drop it. Return to the present and you will see that now the statue does not block the hole in the wall. Make your way through it, return to the present and go to the end of the corridor. Universal key open the door.

There are just a huge number of enemies here, so try not to catch their eye. Go left past the elevator. Go down to the basement and deal with two enemies. One of them was looking through a hole in the wall. To the right of the hole there is a note that tells about the leak in the basement. To the left of the hole behind the glass, find the red valve. Take it, climb the crates and throw it into the hole.

Use the compass to return to the present. At this time, the hole is bigger, so you can crawl through it. So do it. You will find yourself in a flooded basement. Pick up the valve and throw it behind the bars in the next part of the room. In the present, swim past this grating that does not block the path. Climb to the protruding part of the cabinet, above the water, and return to the past. Pick up the valve and insert it into the mechanism on the wall. Turn the valve to shut off the water.

Rune #2. Now in the present, there will be a rune on the box on the left. (the room will not be flooded).

Rune #3. Climb the stairs to the upper tier and find the locked door that leads to the room with the rune (use the heart). In the present, there is a broken window to the left of the door, around the corner. Get outside and move along the metal frame along the building, and then climb inside through another broken window. Return to the past, kill the enemies and take the rune.

Drawing No. 2. Take the elevator to the upper tier and on the workbench with a vise on the right, find the drawing "Spiked Grenade Shell".

Amulet #1. It is called "Water Essence". In the past, call the elevator in the basement, not far from the hole through which they climbed to shut off the water. Enter the elevator and climb on it. Climb up some ledge and then go back in time to the present. Jump into the elevator car and pick up the amulet, which slightly increases the swimming speed.

Amulet #2. On the main floor, next to the elevator, there is a locked, ajar door. In the present tense, there is a nest of cadaverous wasps. In the past tense, you can find an amulet. To get into the room, in the past time, go past it, leaving the door on the right, and turn the corner to the right. There is a table here. Climb under the table, crouching, and then move in time to the present (you will need to choose a place where nothing interferes with you). In present time, instead of a table, there are some debris here. And you will find yourself just under the rubble. Make your way through the hole into the room with the beehive.

In the past, you will find a safe, inside of which lies the very amulet. Also on the floor is the corpse of a wolfhound, and under it is a note. It was because of the wolfhound that a nest of cadaverous wasps was formed here in the present tense. Open the furnace door on the left, drop the corpse of the wolfhound, close the door and press the red button.

There won't be a bee nest here now. Return to the present and see the fallen safe. Look at its door to see the code combination. Remember it, go back to the past and enter it to get the "Ship Fighter" amulet from the safe. Drawn weapons do not slow you down.

Amulet #3. Move on the amulet icon in real time. Move to the past to open the door at the top (in the present it is littered). In present time, you will see a hole in the ceiling. But how to get close to her? After all, it is at the top that the amulet is located. In the past, there are three levers on the wall on the side, lowering and raising huge chandeliers. Align all chandeliers at the same height, closer to the ceiling. With a run, jump onto the nearest chandelier. Jump to the farthest one, because in the present time it remains in the position in which you set it. Jump on the destroyed beams and get out upward. All this must be done in the present tense. On the floor, find the "Swift Shadow" amulet, which increases your movement in stealth mode.

Feel free to go in the past to the indicated door with the inscription "Code" and move to the backyard of Stilton.

Stilton's backyard

Go down, kill the opponents and find the diary in the gazebo. Read it to find out the code for the Stilton door. Go to the indicated door and enter the Stilton mansion.

Stilton Mansion

Painting #2. In the Stilton mansion, go to the hall with the elevator. Climb up and find the open window in real time. You have already used it to get into a closed room. Get out through the window to the metal structure and return to the past. You will see two opponents. Deal with them. One of the enemies was standing on a wooden bridge, which is held by two red mounts, the same as in any elevator. Shoot them and then return to the present. You will see that now you can climb up the wooden structure, on which the same fasteners are destroyed. Climb up, go forward and kill the two enemies on the right. Remove the picture "Hangman's Quaternion Commutation".

Go to Stilton's office by entering the code found in the diary. You can always view it in the "Assignments - Details" section. Watch the ritual. Go downstairs where the spiritualistic ritual was performed.

Spiritual Ritual: Calling Delilah.


ATTENTION! Now in your task there will be a goal to "leave the Stilton mansion". If you do, you will leave Aramis insane forever. But you have the opportunity to change time and save not only Stilton, but also his mansion. True, this had to be done at the moment when you were looking for a code combination. Read below!

How to save Stilton?

When you look for the code to the safe, Stilton can be found in the backyard. If you stun him (not kill him), you will change a lot of things. But be careful! First you need to collect all the previous objects, otherwise you won't be able to get some of them.

After Stilton is rescued, a lot will change in the mansion. You can pick up new items.

Amulet #4. If you stunned Stilton, then take the elevator to the second floor. There will be a man's office. In the past, you could find a map there about the planned expansion of the mansion. Find another amulet on the desktop.

dusty quarter

Leave the mansion. If Stilton's mind was saved, then the Dusty District would see its best days. You will even be able to chat with Lucia Pastor, the head of the United Miners group, who you will meet at Megan's house.

Amulet #5. In Lucia's back room, in the corner by the open window, find a well-hidden amulet.

If you saved Stilton, then neither the light wall nor the guards will be here anymore.

Rune #4. On the right side of where the light wall once was, there is a large brown beam. Climb up it and find the hidden rune.

Amulet #6. The building near the wall of light is now sealed. You can teleport to the roof where the light wall windmill was. An amulet will lie near the sealed entrance.

Amulet #7. The last item you will find in the sewers, where the sixth mission began.

MISSION 8. GRAND PALACE

Duke Luca Abele cares only about his own interests, it was he who staged the coup. Make your way to the Grand Palace, find the duke and eliminate him. Remember that to protect against assassination attempts, the duke keeps his double in the palace. In addition, you have to find the soul of Delilah Copperspoon: the only way you can cope with her immortality.

In the eighth mission you can find:

- Runes - 5.

– Altars of the Alien – 1.

- Amulets - 7.

– Drawings – 4.

– Paintings – 3.

Climb up and talk to Megan, located on the deck. Get on the boat and go to the palace of Duke Abele.

Climb up to be in the first location.

Ravina Boulevard

At the fork, go right and left. Destroy two corpse wasp hives.

Amulet #1. Use the heart to determine if the amulet is above you. Go outside and deal with two enemies. Use Pull to climb onto the balcony from above. Destroy three hives, open the vise and pick up the fallen Dark Extraction amulet. When you kill in a light shadow, you gain health points.

Please note that on the other side of the streets there is a building with Wislow safes. To the right of it there is an alley with closed gates. Read the note to the right of the gate. The code for them is in the Wislow Company. Go to the store of safes and in the far part on the first floor, find the note "Code from the gate." It is this code that you enter on the device in the next lane, to the left of the gate. This is how you open them!

You will find yourself at the back door of the underground shop (Black Market). There will be a messenger girl here. You can steal the key to the delivery ship from her.

Return to the safe store. Standing facing him, go left. Turn into the alley on the right and find an underground shop in the building on your right. Climb onto the balcony of the building opposite the underground shop. Climb up to the roof to find the windmill. Disable it as you did before to disable the wall of light.

Rune #1. Go to the square with the observation tower. Climb onto it using the balcony on the side and de-energize by sticking out the tank with a blubber. Activate the heart and jump onto the balcony of the adjacent building where the rune marker leads. Find a cabinet with a rune inside and take it.

Painting #1. In the same building, in the back room where the bed stands, remove the painting “Daud and the Parabola of Bygone Days” from the wall.

Altar of the Outsider, runes #2 and #3. Go to the entrance to the Black Market. On the left, there are crates and other items. Climb up them, break the boards and go down to the basement to find the Alien's altar with two runes.

Amulet #2. Go to the building on the other side of the light wall and the observation tower. Go through the doorway and go upstairs, where there will be a locked door of the merchant's apartment. Need a key. Go down and go along the building to the right. Go inside through another passage, climb to the very top and open the white door on the right. In the cabinet under the sink, look for the Bitter Blood amulet, which makes the corpse wasps stay closer to the nests.

To get through a wall of light, even a disabled one, you will have to fight a huge number of opponents. By the way, you can buy a “secret loophole” from an underground dealer. You will bribe an engineer who will de-energize the rails. You can move on them!

Drawing No. 1, amulet No. 3. So. You need to find the key to the merchant's apartment. Go to the Wislow safe store and find the same key in the cash register on the first floor. Return to the high wall at the observation tower. Go into the house to the left of the wall, go up to the third floor and open the merchant's metal door. In the apartment, look for the drawing "Small improvement in combustion" and the amulet "Shrill scream". The groaning bolts are louder. Increased their range.

By the way, to pick up the amulet, you will need to cut the pillow on the bed. The amulet lies under this pillow.

Move to the next location through the light wall.

Grand Palace

Move forward, swim across to the other side and deal with the enemies. Go inside the palace.

Reception and dining room

Amulet #4. Go down below and find the room on the right. Go behind the red screens and from the bed on which the corpse lies, take the Spiritual Sacrifice amulet. Killing rats or corpse wasps restores your mana.

Rune #4. Find an elevator on one side. Walk to the right of him. Behind the wall on the left, a heart will show a rune. Keep to the left wall until you are outside, where there are huge targets with corpses of servants. There is an open window on the left. Climb through it and kill the enemy. There is a safe in the room, inside of which a rune is hidden. Take the elevator up to the third floor and go to the duke's office. Kill him or the double, and then find a note with a code combination on one of the tables. Use it to open the safe and take the rune.

Amulet #5. On the third floor, find the chambers of Delilah Copperspoon. In the bathroom, under the sink, lies the amulet "Fuzzy Silhouette". Enemies will see you better, but they will miss more often in ranged combat.

When you kill the duke or his double in the office on the third floor, then search the body and take the key to the treasury.

Amulet #6. Go to the throne room from below. Do not rush to run to the throne to pick up the amulet. On the right is a pole. Look to the right at the entrance and you will see a door. Exit through it to the balcony and deal with the enemies. There will be another door on the left. Open it and on the wall you will see the control panels of the discharge column. You can either pull out the oil tank on the right, or use the mounting tool on the panel on the left. Collect the Sharp Eye amulet, which increases the damage dealt by crossbow bolts.

When you have the key, then find the door leading to the balcony. Follow the direction of the glowing blue haze. Kill the clock soldier. Do not rush to run to the door of the treasury, because there is a discharge pillar on the left. Save. Quickly run to the panel next to the door and take out the oil tank from it.

Treasury of Duke Abele

Climb down and use the statue to interact with her. You will receive Delilah's soul.

At the bottom, find a niche with a black wall. There is a red button on the right. Click on it to open a secret room.

Drawing No. 2. Inside the room on the table, find the drawing "Galvani Folded Resin".

Amulet #7. On the side, find the painting of Delilah and the Fading Light amulet lying under it. Pull and Teleport cost no mana for the first second after a kill.

Rune #5. To the left of Delilah's painting is a screen. Break it with your sword, duck down and jump into the water. You need to swim down to the abandoned vault. Swim underneath the pile of barrels to get to the rune. Go back the same way.

Painting #2. Go to Delilah's room and find the painting "Her face is my smile" on the wall next to the piano.

Painting #3. On the wall, above the fireplace in the duke's office (where you killed or stunned him), there is a painting called "My Name on the Lips".

Duke Abele's quarters

Climb upstairs to the fourth floor, to Duke Abele's quarters. Here is a double. As soon as you stun both characters, the game will automatically sign the double and the duke himself.

When you have the soul of Delilah, and Duke Luke is killed, then go to a meeting with Megan Foster. Leave this place.

MISSION 9. DEATH TO THE EMPRESS

Ship "Fallen House"

Meet Megan Foster and Anton Sokolov and discuss returning to Dunwall with them.

In the ninth mission you can find:

- Runes - 5.

– Altars of the Alien – 1.

- Amulets - 9.

– Drawings – 2.

– Paintings – 1.

Talk to Anton.

Amulets #1 and #2. The first two amulets are on the ship, in the cabin of Captain Megan Foster. To get into it, you need a key. The door to the cabin is in the room where Anton is painting a picture. Go to the deck, sneak up on Megan and steal the key from her. Open the door and take the amulets. The first one is called "Bird of Prey". Fall kills grant you health. The second amulet is called Explosion Resistance. Explosions now deal less damage to you.

Drawing No. 1. Go to the workshop behind the wardroom with Anton and take the drawing “Double-layer Galvani impregnation” from the table on the right. Travel to Dunwall.

Death to the Empress

You must fight Delilah Copperspoon before she changes the world. Make your way to the Dunwall Tower and try to combine Delilah's soul with her body. Then the impostor will become mortal again, and you will have a chance to eliminate her and return the throne.

Rune #1. Climb up, kill the hounds and in the building on the right, where the Black Market is located, buy the first rune and the key to the arsenal.

Altar of the Outsider, runes #2 and #3. If you go further down the street, you will see an altar marker high up on the right side (use the heart). On the other side there is a destroyed building. Use Gravity to climb onto the broken rails and from there onto the building on the left. Climb up the ruins, use the metal beam to get to the correct balcony. Deal with the robbers in the apartment. Examine the wall in the back room and find the hanging barometer. Use it to open secret room and find an altar with two runes.

Amulet #3. Exit to the balcony of the same building and go right along the pipes. Jump on the rooftops and move towards the marker pointing to the amulet. Enter the room and find the Shadow Recovery amulet on the pipes near the ceiling. A light shadow restores your health.

Go inside the Dunwall Tower.

Dunwall Tower

Go forward and find the wounded caretaker on the left. Talk to him. The gate ahead is closed. On the right is the control room. Right at the entrance there are two devices - one gives out empty tanks, the other fills them with blubber. Pull the handle of the device in front, pick up the tank and insert it into the device on the right. Pull the other handle. Take the blubber tank and go to the back of the control room. Insert the tank to the right of the control panel, then press the red button. This will open the gate.

Amulet #3. Get outside and climb up the mountain. Climb over the fence and kill the witches. Follow the steps above and in the building on the right (greenhouse) find the Healthy Appetite amulet. Any food will restore more health points.

Rune #4. Climb up the slope and go left. Jump into the water and look on the left side of the window leading to the pumping station. Go down and kill the witches. The rune is in the corner. From it, go along the bridge along the right wall and find a place where you can jump down. Crawl to the rune and take it.

Painting #1. Go to the big fire where the witches were. See the building in the distance? Get down to him. The heart points to it, because there is an amulet inside. Jump down from the bridge and go up the slope to kill the hounds and find the painting "Luke, his eyes and me."

Amulet #4. Move along the pipe to the right of this building, having risen to it from the picture. Behind the building, on the roof in a box is the Whirlwind amulet, which increases the attack speed of the blade.

Enter Dunwall Tower.

Inside Dunwall Tower

Examine the elevator on the right. Read the note. You need to turn on the electricity, and for this you have to visit the security room. Climb over the closet where there is a hole, directly opposite the entrance. At the top of the stairs, there is a corpse with two amulets hanging from it. The first one is called Stolen Breath, pulling always costs more mana, but pulling enemies is stealthy and silent. The second amulet is called "Dangerous Block". Blocking with a melee blade knocks the enemy down but takes damage.

Defeat the enemies, go upstairs and talk to the statue of Delilah. Once in the hall with steps, go left. Keep Right. Destroy the witches and the robot. Go downstairs and you will see that one of the holes is missing a tank of blubber.

Use the device to get an empty tank, then insert it into a nearby machine and fill it with blubber. Place the blubber tank in an empty cell. The elevator power has been restored.

Rune #5. In the same basement, there is a rune on a pipe near the ceiling.

Amulet #7. Climb up to the second floor. Inside one of the rooms there is an amulet. But the passage is blocked by a closet. Go around the room in a circle and find a place above one of the doorways of the corridor where you can climb. There is a hole leading to a room with an amulet. Take the Leviathan's Mind amulet. Being underwater regenerates mana.

Amulet #8. In another room on the second floor, you will find the Unfortunate Job amulet. The room is open. The amulet gives a small chance that an enemy grenade will not work.

Call the elevator and go upstairs to the throne room. Come outside.

Tower Roof

Sneak up on Delilah from behind with the heart in your hand and use it on her. Press the right mouse button when you are behind Delilah. She hides in the picture.

There are two options - either you follow Delilah into the painting and kill her. Either you use another way to stop the empress. Inside the painting, you will need to fight the copies of Delilah. Destroy them yourself using stealth (light shadow), or call on doubles. Once the duplicates are defeated, Delilah herself will appear. Kill her or entrust the work of doubles.

By the way, Delilah can be left alive. You need to install a rune (skull) under the other two to the left of the throne.

Elimination of Delilah.


After killing Delilah, return through the painting to real world. Keep the throne for yourself or save Corvo. There are many options for endings - it's up to you!

, Dragonreach

  • Reward: Ebony Blade
  • ID: DA08
  • Required item: Whispering Door Key
  • Required level: 20
  • Complexity: Easily
  • old door

    Brief walkthrough

    1. Talk to the innkeeper in the Prancing Mare.
    2. Ask about the oddities of Balgruuf's children.
    3. Find out what's wrong with Nelkir.
    4. Listen to the whispering door.
    5. Talk to Nelkir.
    6. Steal the door key (00028d8b) from Jarl Balgruuf or Farengar.
    7. Open the whispering door.
    8. Take the Ebony Blade.

    Complete walkthrough

    • Strange youth.

    After asking about a rumor about one of the Jarl's children acting strangely from the bar owner in the Prancing Mare, you can ask Jarl Balgruuf about it. He will begin to tell that the son of Nelkir began to behave strangely, secretly, does not want to talk about anything, behaves like a "shadow". When you talk to Nelkir, he will tell you that he is aware of his father's "dark deeds". He will express that his father hates the Thalmor, worships Talos, and that Nelkir himself has an "informant". He will also mention that the door in the castle basement whispers to him and helps him learn all about the affairs of the castle. He will suggest that the door might speak to you as well.

    • Whisperer

    The door is to the left of the main hall of Dragonsreach. To find it, you need to go into the kitchen, go down the stairs to the servants' quarters. After going to a locked door that appears to be covered in blood. It is not known whose blood. Activate the door and the Whispering Lady's voice will start speaking to you. She turns out to be the Daedra God Mephala. She will tell you that some of her power is locked behind the door and she needs you to release this power. She incited Nerkil to all sorts of insults to his father. She will ask you to open this door by asking Nelkir how

    • Opening the Door

    Nelkir will tell you that only the Jarl himself and the court magician have the key. You can steal the Whispering Door Key from either Yarl or Mage (Balgruuf), it doesn't matter who. We steal the key, we go to open the door, we find a magazine, "Fear this blade", in fact a warning to you not to take this blade, that it was saturated with debauchery and betrayal. To complete the quest, simply take the Blade and leave. Taking" Ebony Blade(two-handed) Mephala will say that it's not just an 'Ebony Blade' but something more, but its power has been locked away for too long. You can charge it by doing something treacherous or bad.

    Notes

    • The quest can be easily completed if you have completed the Battle for Whiterun quest; the jarl has been moved from Dragon's Reach, but is in the Blue Palace; by stealing the key from Farengar, you can easily complete the quest.
    • Hulda is needed to uncover the rumor about the quest. Isolde can replace Hulda in the Prancing Mare if she dies, but will not share rumors.
      • Talking to the jarl about his children will not activate the quest.
      • You must complete the Dragon in the Sky quest to find out about the rumors from Hulda.
    • Killing a companion or friend increases the life drain effect of the blade.

    Possible victims

    • Lucan Valery and his sister run a shop in Riverwood, losing importance due to open access to the shops of the capitals. They will become friendly after completing the Golden Claw quest.
      • There is information about the bug of Lucan Valery: he had 11 thousand gold for the exchange, after investing five hundred coins in the store.
    • Carlotta Valentia, a vendor in Whiterun, is not that valuable in terms of trade. She cannot be married, so she can be killed without consequences. She will become friendly after completing the quest A few words.
    • Pavo Attius and his assistant, who run the Kolskeggr Mine, but are unremarkable. They will become friendly after completing the Kolskeggr Mine quest.
    • Narfi during the Kill Narfi quest, provided that the quest The Straw that Broke has been completed in advance.

    Bugs

    • Hulda may not report new rumors if you have reached level 20. Try talking to her, old rumors can help lead to new ones. If that doesn't work, type setstage DA08 10 into the console to launch the quest and a marker to talk to Nelkir.
    • After receiving the quest, the dialogue options with the jarl may disappear.

    Quest stages

    Ask about Balgruuf's strange children (DA08RumorPointer)
    Stage Status Journal entries
    10 (Stage): Ask about the weirdness of Balgruuf's children
    The Whispering Door (DA08)
    10 Something is wrong with the son of Balgruuf the Elder, Jarl of Whiterun. He asked me to help the boy.

    (Stage): Find out what's wrong with Nelkir

    20 (Stage): Listen to the whispering door
    25 Mephala, known as the Whisperer, ordered me to release the Ebony Blade from captivity.

    (Stage): Talk to Nelkir

    30 (Stage): Find the key to the whispering door
    40 (Stage): Open the whispering door
    50 (Stage): Pick up the Ebony Blade
    60 I have obtained the Ebony Blade of Mephala, but it has been stripped of its power. To restore it, I need to kill someone close. or

    I have obtained the Ebony Blade of Mephala, but it has been stripped of its power. To get it, I need to achieve notoriety and hatred in these lands.

    80 I have restored the power of Mephala's Ebony Blade.
    • The following empty quest steps were not listed in the first table: 0, 20
    • The following empty quest steps were not listed in the second table: 0, 1, 51

    Notes

    • Any text in angle brackets (for example, ) is a parameter set by the Radiant Quest engine that will be set to a value when the quest is received.
    • Not all of these entries may appear in the game log: which entries appear and which do not - depends on how the task is performed.
    • Stages are not always listed in order of completion. This tends to happen with tasks that have multiple possible outcomes, or where certain tasks can be performed in an arbitrary order.
    • If the entry is marked as " Completion of the task", this means that the job is removed from the active list, but new stage entries for this job may continue to be added to the log.
    • When playing on a personal computer, you can use the console to advance through the task by entering the setstage (((ID))) stage command into it, where quest is the in-game task ID, and stage is the stage number to go to. However, it is not possible to proceed to uncompleted (i.e., skipped) quest stages. However, with the help console command resetquest (((ID))) you can reset the quest stage.

    Exists three different keys, which you need to find to unlock certain doors. Such doors have a characteristic pattern, by which you can guess which key is needed. The keys are named: crow key, snake key, scorpion key. There are several doors that unlock these keys and there are many useful things behind them, for example, weapons or secret paths, repair kits, and so on. Goodies can be found behind the doors with the snake.

    Below we will take a closer look at where to find such keys.

    Where to find the Crow, Snake and Scorpion Key in Resident Evil 7

    Where to find the scorpion key

    Basement of the main house. Go to Processing Zone and go to the huge butcher's at the top of the map above the Boiler Room and away from the Cremation Room. On the green tray on the table you will see a large piece of meat. The key is in it. Next to the shelf.

    In this way, you can access the granny's room on the second floor and then the shotgun that should be attributed to the statue at the entrance.

    Where to find the key with a crow

    Old house, first floor. If you have already watched Mia's videotape, then you know what kind of house this is. It's all in ruins in the video itself.

    From the old house go outside through the dining room and go straight all the way to the small toilet. Inside there is a rather richly decorated chest, which, it would seem, does not belong here. But it is in this chest that the key is located.

    Where to find the snake key

    After killing Margarita, head to the basement of the main house, to the Processing area, through the Boiler Room, and then to the Sectional Room. Creatures will attack you along the way, be careful. Here you will find the corpse of a policeman and a note with a suggestion to "put your hand down your throat." Just do it, put your hand in and get the key with the snake.

    Mzulft is a Dwemer dungeon that can be accessed by heading southeast from the Orc stronghold of Narzulbur. The ruins consist of four zones and have a long extent.


    In this location, a special task of the College of Winterhold is being performed, according to which it is necessary to find the Staff of Magnus. Not far from Mzulft is an unmarked location "Pantry of the Dwemer".


    You can start the passage of Mzulft in Skyrim only after you take the quest “Opening the Invisible” at the College of Winterhold. When in the hallway you hear the voice of the dying Gavros Pliny and approach him, and take the research report and the key to the dungeon from his body. Gavros Pliny was a member of the Synod, and Mirabella recently told you that the magicians from the Synod visited the college of magicians to find the Staff of Magnus.



    At the beginning of the passage of Mzulft in Skyrim
    you will see a long corridor with many turns. In a certain area of ​​the corridor, there is a moonstone mining and, starting from this place, you will encounter Korus and Falmer on your way.


    Soon you will find the bodies of the murdered members of the expedition from the Synod. The first zone of Mzulft Skyrim is guarded by Dwemer spheres and spiders, although the Falmer have already dealt with them in the farthest part of the corridor, and you just have to collect the loot. You should be careful in the corridors, as there are many hidden Dwemer and Falmer traps.


    In addition, in these places you can find Dwemer scrap metal, dishes, chests with useful things, an alchemy laboratory and a Dwemer convector.


    After passing the first zone of Mzulft Skyrim, you will enter the steam engines. As you continue down the corridor and fend off the spider orbs, you will once again find yourself in a moonstone mining that is inhabited by the Falmer.


    There you will also find another deceased researcher from the Synod, as well as an exit leading to residential buildings and a reservoir. Now you need to completely go around this vault and select one of the doors located on the other side.



    The next corridor will lead you to a huge hall inhabited by Falmer. Keep in mind that it is here that you can pick up the focusing crystal from the corpse of one of the Falmer you killed, which you will need to start the Oculatory.


    In the hall you will see three doors: from the first, located on the left, you can get into the Oculatory (you need a key to open it), behind the second, located opposite, there is a chest and a moonstone exit (this door is locked with a Master level lock), and from the door on the right you can go into a large room with the working tables of Dwemer mechanics, on which there are old books and details of various ancient mechanisms. Now you need to find out where to get the Mzulft key in Skyrim.


    The corridor behind this room will lead you to the steam centurion guarding the key to the Oculatory you need. As soon as you get the key and open the next door, you will find Parata Demicius, who will let you in, mistaking you for his deceased friend Gavros, who, it turns out, was supposed to find and bring him a focusing crystal. This concludes our article, in which we told how to get through Mzulft in Skyrim
    ends.


    To get out of the dungeon, you need to go to the balcony to the left of the Oculatory and get out of it.

    Quest Giver: Hulda (Whiterun, Inn)
    Requirements:
    Character level at least 20.
    Completed the "Dragon in the Sky" quest in the main storyline.
    Reward: Ebony Blade

    If these conditions are met, you can go to the prancing mare in Whiterun.



    Ask the innkeeper Hulda about the latest rumors. She will tell you very interesting story: Jarl Balgruuf the Elder has problems with children. As if "one of them became cruel, and the other two have an evil eye."



    We leave for the Dragon Limit and ask Balgruuf about the children. To this, the jarl will answer us that his son Nelkir (the youngest of 3 children) has recently become cruel and uncommunicative. Balgruuf is worried about his son and asks us to find out what's wrong.



    After talking with Nelkir (you can find him in the main hall during the day and in the jarl's chambers at night), we learn a lot of interesting things about the jarl's family: that Balgruuf hates the Thalmor and continues to worship Talos, etc. We also learn about a certain Whisperer who talks to the boy through a locked door in the basement.



    The door is easy to find: standing facing the jarl's throne, turn left into the kitchen, then go down the stairs and you will see a door lightly covered with hay - go there.



    In the far corner of the room you will see the same door, which seems to be covered in blood. Try to open the door. A mysterious female voice will speak to you. Later we learn that Mephala herself, one of the Daedric Princes, is talking to us.



    From the conversation it becomes clear that something very powerful and valuable is hidden behind the door, and Nelkir will help us find the key. The boy tells us that only two people have the key to the cherished door - Jarl Balgruuf himself and Farengar the Secret Fire. Nelkir also hints that no one will notice the disappearance of the magician. However, the choice is yours. It is not necessary to kill. It is enough to pick up the key with the help of pickpocketing.



    We return to the basement and unlock the door with the obtained key. In the room, on the table, we see the Ebony Blade and the book "Fear This Blade" (it explains the reason why the inhabitants of the dragon's limit tried to hide the blade).



    Taking the cursed weapon, Mephala will speak to you again. She will tell you how to make him stronger. To do this, you need to kill those who are especially close to you: friends, companions.

    Important: If you took the side of the Stormcloaks and completed the Siege of Whiterun quest, you should look for the Jarl in Solitude in the Blue Palace.

    Note: If we do what Mephala asks us to do, the effect of absorbing life will increase. The effect increases for every 2 victims, which is accompanied by Mephala's comments and reaches its maximum (absorption of 30 life) after 10 victims.



     
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